Tokyo Video Game Tycoon.
Page 584
Developing The Legend of Zelda: Breath of the Wild was already tough enough.
The level of detail in 2077 is several times greater than that in The Legend of Zelda: Breath of the Wild.
As for exactly how many times, Hitomi Kitada couldn't calculate it anymore.
Despite all the complaints in his heart, he still had a glimmer of hope.
That is, I sincerely hope that this game can be truly created by my own hands.
The sense of accomplishment was truly unparalleled.
Zhu Youxing said, "Since there isn't one, let's put down our work for now. It seems I've put too much pressure on you. You don't actually need to be so nervous and anxious. Every time I come here, I just want to check on the progress and make sure we've reached a certain stage in the game development. At least it's not time to rush the game to be fully developed yet."
Zhu Youxing was acutely aware of just how difficult it was to develop this game.
This is probably the most challenging game that Yuxing Electronic Entertainment is currently developing and will continue to develop in the future.
There are too many technical details that need to be overcome; this cannot be done overnight.
"But president..."
Zhu Youxing waved his hand and said, "Go and rest. This is the president's order. I don't want you to die suddenly at work. That would mean I'd lose a great general. Your value far exceeds the game itself. The game will be made sooner or later, but once your bodies are depleted, it will be hard to recover."
Chapter 902 Progress
The progress of the third game development department is actually quite rapid.
At least one-third of the programming work we have on hand is already complete.
At this rate, if we disregard some technical details and bugs, Cyberpunk 2077 could probably be built in about a year.
With this basic prototype established, another round of promotional campaign can be launched to truly show players just the tip of the iceberg of the game.
In its original universe, Cyberpunk 2077 took a full eight years from the release of its first video to its actual release.
However, after eight years of development, the game is only a half-finished product.
While CD Projekt Red's own team lacked experience and had insufficient developers, these cannot be used as an excuse for forcing the release of a half-finished game.
However, their advertising and marketing methods are truly textbook-worthy.
This is something worth learning.
Learning from their strengths and discarding their weaknesses is also what Zhu Youxing is going to do this time.
Tsukino Aya has been quite busy with work lately, but she adheres to Takeyusei's long-standing rule of never working overtime, so her mental state is still quite good.
Even when she encounters technical difficulties, she doesn't force herself to do so.
Perhaps, without realizing it, Takeyusei has completely influenced Tsukino Aya herself, or perhaps it is because of Tsukino Aya's personality.
The Stanford team also worked methodically, neither rushing nor relaxing, which Zhu Youxing quite appreciated.
At least I don't have to worry about these people also dying suddenly.
Then he went to the fourth game development department.
They're in charge of the side story design for 2077.
Because there was a lot of overlap with the First Development Department, Takeyusei also assigned some character design tasks to the Fourth Development Department.
The people in this department also look tense and anxious.
Zhu Youxing came over and also tried to persuade them, telling them not to be too anxious.
The original game development cycle is eight years, so what if we develop our own game for eight years, or even ten years? As long as an excellent game is created, that's enough.
Of course, the game development cycle can't be too exaggerated. It can't really take twenty years to develop, otherwise it would become that classic joke: "Grandpa, the game you've been following has been released, I'm here to burn it for you."
Many of the game details proposed by Zhuyouxing are actually things that have appeared in many classic open-world games in the original world, but this world has not yet overcome these technical problems.
But given time, Zhu Youxing believes that this world will also be able to overcome these problems, and excellent games will appear sooner or later.
Finally, we went to the Ninth Development Department.
They're in charge of the overall difficulty curve of the game.
The difficulty curve is also a crucial detail in making a game fun enough.
Making it easy for new players and not too difficult for veteran players is also very complex.
However, Zhu Youxing doesn't have any good suggestions on this matter yet, so it's up to their team to figure it out on their own.
The Ninth Development Department has the highest degree of freedom, so they seem to be more relaxed and not under much pressure.
After reviewing the work of the four main 2077 development departments, Zhu Youxing began to ponder the progress of 2077.
At this rate, the game should definitely be completed within ten years.
All that's left is to wait patiently.
At the same time, players need to be patient.
"Next, we'll check on the progress of Sekiro and Tsushima Island."
While 2077 was under development, other game divisions were naturally not idle either.
The latest Mario game is already in development, which is the Mario-making game that Zhuyouxing previously envisioned, as well as Super Mario Galaxy 2.
These two game genres are quite unique, offering players a completely new gaming experience.
Then there's the development plan for Bayonetta 2.
Bayonetta now has a certain number of fans, just like Metroid back then. While these fans still really like the game, release a few more titles to satisfy their appetites, and then put it on hold for a while to develop other games.
This pace is also the best, neither too fast nor too slow.
Ghost of Tsushima was probably the easiest game to develop.
Because this game is the most standard open-world sandbox game, so standard that there's almost nothing outstanding about it.
Oh right, the only standout feature is the game's art style.
Originally, Japan had top-tier film directors like Akira Kurosawa.
Ghost of Tsushima also completely imitates some of Akira Kurosawa's film shooting techniques and storytelling methods in some aspects.
In this world, there are also two or three film directors who are very similar to Akira Kurosawa.
Previously, Zhu Youxing had noticed that the creation of film and television dramas and other cultural products in this world was quite advanced, and there were many excellent works.
So when Takeyusei was preparing to develop Ghost of Tsushima according to the Japanese government's requirements, he directly asked the development team to watch the works of film directors similar to Akira Kurosawa and other similar cultural works about this world ten or eight times.
Then we proceed with game development.
Since open-world games are the most standard form of industrialized games, we should at least find one prominent feature.
Its most distinctive feature is that it imitates the storytelling methods and cinematic language of well-known films, television dramas, and cultural works.
Oh, and we'll also add unique game filters to make the game look even more extraordinary.
Takeyusei estimates that barring any unforeseen circumstances, Ghost of Tsushima should be nearly complete within a year, followed by another six months for compatibility testing.
Finally, you can log in directly to the PC platform and home console platform.
Furthermore, since this game is a collaborative project with the official government, Zhuyouxing has also launched the game on Surui Electronics' game console platform, as well as some very niche game console platforms.
Since Suri Electronics has released its flagship products on its home console platform, we can't be stingy; we should reciprocate with some equally good products.
Sekiro and Ghost of Tsushima are two good choices.
As for top-tier games like Super Mario or The Legend of Zelda, it's still impossible for them to be released on competing console platforms.
This is one of my most prized possessions.
Su Rui Electronics was naturally aware of this, and they were already quite satisfied that Youxing Electronics Entertainment had chosen to launch the game on their console. They didn't expect Youxing Electronics Entertainment to launch games like Super Mario on their console platform.
They themselves knew that this was simply impossible.
Chapter 903 A Tortured Game
"The president has set the difficulty of this game so high. I don't think any of the previous games have been this difficult. Will this kind of game be popular?"
On the floor of the city development department, the core of the development team is holding a seminar on the development of Sekiro.
It has been almost half a year since Zhuyouxing gave them the gameplay and world setting for Sekiro: Shadows Die Twice, and they have already built up the basic framework of the game during this time.
However, the game's framework isn't actually a problem.
Sekiro itself is a mid-range game in terms of scale, but its gameplay and other aspects are top-notch.
This is a game that emphasizes gameplay and story, but downplays technical aspects.
For the 10th Development Department, which has always placed great emphasis on technical gameplay development, this was a piece of cake.
Previously, they had participated in WarioWare, the motion-sensing game Ring Fit Adventure, and the motion-sensing sports game Yusei.
They have dabbled in all sorts of game mechanics and technologies, making it an experimental department within the company.
Their development of Sekiro went quite smoothly.
However, once they finished building the framework, they discovered a rather realistic problem in the game.
This game... is quite difficult.
The protagonist is an ancient Japanese samurai or ninja, and his story revolves around finding and protecting his young master.
During this process, he needs to keep hunting and killing along the way. Moreover, after each time he sits on the Buddha as described by Zhu Youxing, all the enemies and monsters will respawn. He must enter the next place where he can sit on the Buddha in order to pass through a level temporarily.
Simply put, this game doesn't have those rigidly defined level ranges; instead, it offers a relatively free way to progress through levels, like sitting in a Buddha statue.
This is quite a novel gameplay.
At least in this world, there is no such Souls-like gameplay.
Only recently have games that imitate Metroidvania games like Dead Cells appeared.
However, it still has some fundamental differences from Sekiro.
Takeyusei also clearly pointed out what makes Sekiro so captivating.
That is, players grow stronger through repeated deaths.
That's right, it's not about character progression within the game.
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